<?xml version="1.0" encoding="iso-8859-1" ?>
<rss version="2.0">
<channel>
<title>Experiential Knowledge SIG</title>
<copyright>Copyright (c) 2009 Sheffield Hallam University All rights reserved.</copyright>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_a</link>
<description>Recent Events in Experiential Knowledge SIG</description>
<language>en-us</language>
<lastBuildDate>Wed, 09 Sep 2009 08:28:34 PDT</lastBuildDate>
<ttl>3600</ttl>





<item>
<title>Disciplining the body? Reflections on the cross disciplinary import of &apos;embodied meaning&apos; into interaction design</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/3</link>
<guid isPermaLink="true">http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/3</guid>
<pubDate>Fri, 18 Jul 2008 10:30:00 PDT</pubDate>
<description>The aim of this paper is above all critically to examine and clarify some of the negative implications that the idea of 'embodied meaning' has for the emergent field of interaction design research.
Originally, the term 'embodied meaning' has been brought into HCI research from phenomenology and cognitive semantics in order to better understand how user's experience of new technological systems relies to an increasing extent on full-body interaction. Embodied approaches to technology design could thus be found in Winograd &#38; Flores (1986), Dourish (2001), Lund (2003), Klemmer, Hartman &#38; Takayama (2006), Hornecker &#38; Buur (2006), Hurtienne &#38; Israel (2007) among others.
However, fertile as this cross-disciplinary import may be, design research can generally be criticised for being 'undisciplined', because of its tendency merely to take over reductionist ideas of embodied meaning from those neighbouring disciplines without questioning the inherent limitations it thereby subscribe to.
In this paper I focus on this reductionism and what it means for interaction design research. I start out by introducing the field of interaction design and two central research questions that it raises. This will serve as a prerequisite for understanding the overall intention of bringing the notion of 'embodied meaning' from cognitive semantics into design research. Narrowing my account down to the concepts of 'image schemas' and their 'metaphorical extension', I then explain in more detail what is reductionistic about the notion of embodied meaning. Having done so, I shed light on the consequences this reductionism might have for design research by examining a recently developed framework for intuitive user interaction along with two case examples. In so doing I sketch an alternative view of embodied meaning for interaction design research.

Keywords: 
Interaction Design, Embodied Meaning, Tangible User Interaction, Design Theory, Cognitive Semiotics</description>

<author>Thomas Markussen</author>


</item>

<item>
<title>Negotiating Reality</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/2</link>
<guid isPermaLink="true">http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/2</guid>
<pubDate>Fri, 18 Jul 2008 09:00:00 PDT</pubDate>
<description>Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit.

Keywords: 
augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</description>

<author>Nadine Felix</author>


</item>

<item>
<title>Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/1</link>
<guid isPermaLink="true">http://digitalcommons.shu.ac.uk/drs2008/session8/track_a/1</guid>
<pubDate>Fri, 18 Jul 2008 10:00:00 PDT</pubDate>
<description>New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory. 
Drawing on Etienne Wenger's theory of "communities of practice", this paper argues that designers' advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders. These discussions can be compelling, but the inherent challenges in engaging others' perspectives and knowledge in the design process are less acknowledged, Wenger's ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders. 
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wenger's ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.

Keywords: 
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</description>

<author>Anita Kocsis</author>


</item>


</channel>
</rss>